7.
By 2015, 25% of all redesignedprocesses will include one ormore of the engagement practicesknown as “gamiﬁcation”. -- Gartner, November 2011

8.
Industry Overview The adoption of applying game mechanics in more non traditional industries has grown exponentially in the past 18 months. This is due in part to the growth of social and mobile games, as well as the increasing consumer adoption of social Source: M2 Research media. Note the shift in the market focus from 2010 to 2011. In 2010, the largest market was entertainment, representing 40%, while Market Size and Projections in 2011 enterprise represented the largest market at 25%. Source: M2 Research(in millions) 2011 2012 2013 2014 2015 2016Total $100 $242 $522 $980 $1,707 $2,830Source: M2 Research M2 Research estimates that the market spend on gamification solutions, applying game mechanics and behavioral analytics in non traditional applications will reach $242 million by the end of 2012, which is more than double from 2011. Revenue estimates are comprised of a number of components that includes: 1) platform vendor revenue, 2) agency and production revenue and 3) internal development.

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ABILITY Action COLLABORATIVE ACTIONS Capture LOSS Cap The elimination or change of ownership of Compound actions thatThe event of losing the a game element, such require several players toabilities of performing perform specific individual as “the flag”. Limits on the number of actions allowedcertain actions in a game. to be used. May be offset by energy units actions for them to occur. and/or help from other players.Such Ability Losses maybe penalties for failing “Standing on each other’sgoals, the effect of enemy shoulders” to progress and Anonymousactions, the lack of Puzzle Solving unlock new parts of the Actionsresources, etc. A CTIVITIES PRIMARILY game. SOLVED THROUGH TO S A B OT A G E O TH ER P L A Y ER S … REASONING TEMPORARY PRIVILEGED ABILITY ABILITIES Abilities that let players perform actions not readilyActivities only available for limited periods of game available to others, creating complementarity time, such as power-ups. between players. source: Björk & Holopainen

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